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View Full Version : [REL] JSGME v2.6.0 now available!


JScones
10-03-09, 08:38 PM
DOWNLOAD JSGME here in SUBSIM Downloads (http://www.subsim.com/radioroom/downloads.php?do=file&id=3792)

v2.6.0 Latest and last version

This is the JonesSoft Generic Mod Enabler, a vital program for installing and running mods for virtually any game. It lets you install with the click of a switch, warns you of potential conflicts and uninstall them again if you don't like them.





Changes:
- Now correctly handles mods that have = as part of the mod folder name
- Added ability to load and save mod profiles
- Added search facility
- Now defaults to "Start in" folder
- Confirmation dialog no longer appears when disabling all mods using the /da command line switch
- Modified layout of "Tasks" menu
- Removed sounds, apart from those connected to warnings or errors

The first change is a fix and the primary reason for this release. The remaining changes are enhancements that have been requested over the last year or so by general users.

I STRONGLY RECOMMEND THAT ALL JSGME USERS UPDATE TO THIS LATEST VERSION! There are no benefits running an earlier version of JSGME.

INSTALLATION
If you intend installing over a copy of JSGME v2.x, you do not need to disable any existing mods; simply install directly over your current version.

If you intend installing over a copy of JSGME v1.x, you must disable all enabled mods before continuing. Not doing so will corrupt the running of JSGME and hence your game. Once you've disabled all mods (check your !BACKUP folder too for any residual files), simply install this version over the top and resume using as you normally do. If you have a lot of mods installed, create an activated mods list first so that you can remember the order in which to re-enable then.

If you use a language pack, please download the updated version from http://jonesoft.jaennahre.com. Note that some updated packs are not yet available - they will be uploaded as soon as possible. You can continue to use your current language pack in the meantime.

As always, please feel free to announce in other game forums...

AND REMEMBER - THE HELP FILE IS YOUR FRIEND!

JScones
10-03-09, 08:38 PM
Some quick FAQs...

I AM RUNNING VISTA AND JSGME WON'T WORK!
The Help file is your friend:
- MICROSOFT VISTA USERS: If you are running the Generic Mod Enabler on Vista and are having problems with mods "taking" (the usual symptom is that the MODS folder itself is not created when the Generic Mod Enabler is first run), then simply right-click JSGME.exe in Windows Explorer and select "Run as Administrator". Alternatively, right-click JSGME.exe and select "Properties". In the properties window select the "Compatibility" tab and check "Run this program in compatibility mode" and in the box below select "Windows XP (Service Pack 2)". In some instances you may need to apply both solutions.More fundamentally though, what are you doing still installing games into your Program Files folder? Stop it, NOW! ;)

DOES JSGME WORK UNDER WINDOWS 7?
Yes.

ARE THERE ANY USER GUIDES?
The included Help file is a great start. However, there's also numerous online visual guides. One I like is here... http://www.matrixgames.com/forums/tm.asp?m=1773663

WILL THIS VERSION ALLOW ME TO USE ONE CENTRAL INSTALLATION OF JSGME?
Yes! With this version you can either install JSGME individually into each game (as you do now) or you can take advantage of the new "Start in" change, which allows you to install JSGME to a central location and point it to each of your games through creating shortcuts. To do this:
- install JSGME to a central location (it does not matter where). Keep the "Create a desktop icon" selected
- once installed, DO NOT RUN! Copy and paste the newly created JSGME desktop shortcut as many times as you have games and change the "Start in" folder of each shortcut to point to each game's base folder
- rename each shortcut to something meaningful, such as "JSGME - GWX", "JSGME - WAC", "JSGME - IL2" etc

Now just double-click the shortcut that corresponds to the game that you want to mod.

Mods are still stored within each game's MODS folder--just like now--but you only need to worry about one copy of JSGME.exe. Using JSGME with subsequently installed games simply means copying, pasting and editing an existing shortcut. And whenever JSGME is updated, you only need to install it once.

I WANT TO USE A CENTRAL INSTALLATION OF JSGME BUT I DON'T KNOW HOW TO CREATE SHORTCUTS. THE HELP FILE IS USELESS AND TELLS ME NOTHING!
The Help file only contains information on using JSGME. Creating shortcuts is a general computing skill, thus covered by your OS Help file. If you don't know how to create or edit shortcuts, then:

a) continue using JSGME as you always have, that is, installing individually into each game that you want to use it with; or
b) show your desktop, press F1 and follow the Microsoft Help instructions for creating shortcuts; or
c) Google "creating desktop shortcuts".

HOW DO I CREATE AND EDIT A SHORTCUT?
Show your desktop, press F1 and follow the Microsoft Help instructions for creating shortcuts. Alternatively, Google "creating desktop shortcuts". Resist the urge to ask in this thread.

WHAT'S A SHORTCUT?
I'm sure by now you've picked up where this is heading. ;)

DO I NEED TO DISABLE MODS BEFORE INSTALLING?
:stare: Read my first post again...carefully...

I CURRENTLY HAVE A MOD ENABLED THAT HAS AN "=" IN THE TITLE. WHAT SHOULD I DO?
Email me the details before you install the latest version of JSGME and I will guide you through the best way to salvage the situation. The manual workaround is fairly simple.

EVERYTIME I ENABLE THE "WHACKYDOO" MOD I GET A CTD. THIS IS OBVIOUSLY A JSGME BUG AS ALL OTHER 436 ENABLED MODS WORK PERFECTLY!!! WHAT ARE YOU DOING ABOUT IT?
Nothing! I provide support for the mechanics and use of JSGME, I do not provide support for the specific mods that you apply through JSGME. If you have a problem with mod x overwriting mod y or mod z crashing your game, pls post elsewhere, like on the associated modder's release thread.

SH3CMDR KEEPS CRASHING MY GAME. WHY?
Erm, this is a JSGME-only thread.

WHAT'S STILL TO COME?
There's a few ideas I am toying with, primarily:
- adding ability to load/save mod profiles via command line switches (/l and /s)
- adding ability to remove folders
- adding ability to auto-disable subsequent mods when attempting to disable a "greyed out" mod
- adding option to compress the backup folder (I'm not sure this is worth it this day and age, but people still keep asking...)
- ignoring folders during conflict checking (I have this written down, but have no idea now what it's about)

Rapt0r56
10-03-09, 09:04 PM
Great JS, we need a new sticky here.:up:
- Added ability to load and save mod profiles:rock:

Commander Gizmo
10-03-09, 10:25 PM
- ignoring folders during conflict checking (I have this written down, but have no idea now what it's about) Certain folders perhaps? Such as Gramaphone, Sound, etc. Should be an option of course if it should ever be added at all. Though, what's the point really?

Reece
10-03-09, 11:19 PM
Thanks Jaesen!:up:

melnibonian
10-04-09, 02:53 AM
Thanks Jaesen :up:

sergei
10-04-09, 03:15 AM
Thanks for your hard work JScones. Been using this for years :up:

ETR3(SS)
10-04-09, 07:59 AM
WILL THIS VERSION ALLOW ME TO USE ONE CENTRAL INSTALLATION OF JSGME?
Yes! With this version you can either install JSGME individually into each game (as you do now) or you can take advantage of the new "Start in" change, which allows you to install JSGME to a central location and point it to each of your games through creating shortcuts. To do this:
- install JSGME to a central location (it does not matter where). Keep the "Create a desktop icon" selected
- once installed, DO NOT RUN! Copy and paste the newly created JSGME desktop shortcut as many times as you have games and change the "Start in" folder of each shortcut to point to each game's base folder
- rename each shortcut to something meaningful, such as "JSGME - GWX", "JSGME - WAC", "JSGME - IL2" etc

Now just double-click the shortcut that corresponds to the game that you want to mod.

Mods are still stored within each game's MODS folder--just like now--but you only need to worry about one copy of JSGME.exe. Using JSGME with subsequently installed games simply means copying, pasting and editing an existing shortcut. And whenever JSGME is updated, you only need to install it once. Best new feature IMHO. Thanks for the update! :yeah:

coronas
10-04-09, 08:02 AM
Thanks again, JScones! :salute:

Jimbuna
10-04-09, 09:10 AM
Nice one Jaesen http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

piri_reis
10-04-09, 10:24 AM
Thanks for this essential tool :up:

nikbear
10-04-09, 10:37 AM
Thank you for all your hard work JScones:yeah: As always,installed and works like a charm:salute::salute::salute:One of the best.:03:

robbythesub
10-04-09, 10:49 AM
Thanks again for your hard work and brilliant updating tool!

:up:

Carotio
10-04-09, 11:52 AM
Thank you for this update.
I see you offer different language versions - not that I need it myself - but if you want a Danish version too, send me a message. I guess you have a list of words in a txt file, which needs to be replaced or how?

ryoga_77
10-04-09, 12:29 PM
Thanks Jaesen:yeah:

SquareSteelBar
10-04-09, 03:38 PM
...I guess you have a list of words in a txt file, which needs to be replaced or how?You're right, mate:

http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/%7Ejscones/software/products-jsgme.html)

I know that you're speaking german, so click on the german flag for download of the *.lng file and replace the german by danish words... :yeah:

Freakwave
10-04-09, 04:40 PM
a splendid tool and not just for SH! :salute:

Carotio
10-04-09, 07:10 PM
I know that you're speaking german, so click on the german flag for download of the *.lng file and replace the german by danish words... :yeah:

OK, LNG file - done. Readme in Danish - done. The help file - to be done asap.

JScones
10-04-09, 09:38 PM
Thanks Carotio. The more languages the better. :up:

On that, if anyone can help with a Russian translation I would be very happy - it's prolly the most requested language now.

You're right, mate:

http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/%7Ejscones/software/products-jsgme.html)

I know that you're speaking german, so click on the german flag for download of the *.lng file and replace the german by danish words... :yeah:
And for the less polyglot amongst us, the files are also available in English via the same link.

JScones
10-05-09, 12:08 AM
Oh, and everyone, pls keep posting your suggestions for improvements. JSGME is pretty much what it is today based on what you guys have requested over the years.

ETR3(SS)
10-05-09, 03:35 PM
I've come across an odd error while using JSGME in conjunction with S3D. This error has occurred since the V2.3 update of JSGME. What's happening is when I open a file using S3D to work on a mod, and then attempt to enable/disable the mod via S3D, JSGME attempts to make a new MODS folder in the S3D root folder. If I open JSGME before opening S3D, it works fine. I'm also posting this in the S3D thread as well.

irish1958
10-05-09, 07:06 PM
Oh, and everyone, pls keep posting your suggestions for improvements. JSGME is pretty much what it is today based on what you guys have requested over the years.
OK, you asked for it: a really cool feature would be to have all the mods for all your installs in a single, central folder from which the individual installed JSGME program selects to place in the particular game.

Starforce2
10-05-09, 08:11 PM
does this swap your save folder as well, so if you want to switch between your FOTRS and TMOtw you get the proper save files?

JScones
10-06-09, 12:52 AM
OK, you asked for it: a really cool feature would be to have all the mods for all your installs in a single, central folder from which the individual installed JSGME program selects to place in the particular game.
I recently ran a poll on this very topic. The response was overwhelmingly against this approach... http://www.subsim.com/radioroom/showthread.php?t=150464

JScones
10-06-09, 01:22 AM
I've come across an odd error while using JSGME in conjunction with S3D. This error has occurred since the V2.3 update of JSGME. What's happening is when I open a file using S3D to work on a mod, and then attempt to enable/disable the mod via S3D, JSGME attempts to make a new MODS folder in the S3D root folder. If I open JSGME before opening S3D, it works fine. I'm also posting this in the S3D thread as well.
Yes, I suspect this will be the experience for anyone using S3D with JSGME v2.3.0.

I can hazard a guess as to the cause, but only Skwas will know for sure. I'll wait to hear back from him.

skwasjer
10-06-09, 04:56 AM
Due to one new feature in JSGME (single install), the S3D function is now broken. I will have to release an update for it, but I can't in short notice due to RL.

If you rely on this feature you will have to use JSGME 2.2 until then, or otherwise use JSGME directly again (start it from it's own shortcut)...

JScones
10-06-09, 06:16 AM
Thanks Skwas.

I guess there's a few interim solutions for S3D users that want to use S3D and JSGME together:

1. Open the appropriate copy of JSGME v2.3.0 before running S3D. This will only work though if the copy of JSGME.exe you are opening resides in the SH3/4 folder (ie not a central location)
2. Install JSGME v2.3.0 centrally and use it for "normal" modding, and install JSGME v2.2.0 (just JSGME.exe will do) into your SH3/SH4 folder for compatibility with S3D. You don't need to use this copy, just have it there so S3D can use it
3. Revert back to running JSGME v2.2.0 (least desirable)

If you prefer separate installations of JSGME (ie JSGME "classic"), then go with option 1. If you want the benefits of an (otherwise) central install, go with option 2. If this all confuses you, go with option 3.

Note this is ONLY for those who use S3D! If you don't use S3D, or you don't use the JSGME button in S3D, ignore this post!

irish1958
10-06-09, 08:21 AM
I recently ran a poll on this very topic. The response was overwhelmingly against this approach... http://www.subsim.com/radioroom/showthread.php?t=150464
I knew that, but I never give up.
A man is driving down the interstate highway and receives a car-phone call from his wife that she just heard on the news that a car was traveling the wrong way on the interstate. He replies "one car? there are hundreds!"

JScones
10-06-09, 05:37 PM
I knew that, but I never give up.
:up:

almg
10-07-09, 09:50 AM
Thank you very much Jscones for your last JSGME v2.3.0 :up:

GOZO
10-07-09, 12:38 PM
Outstanding chief!!!!!

You know your sofware is the key to all modding at this community! Wthout it creativity would suffer!

<Salute>

/OB:salute:

Aces
10-12-09, 05:33 AM
Thank you very much for the "mods prolfile load and Save" makes life very much easier for film makers, very much appreciated :)

This feature makes is very easy to switch between "sets" of mods between film making sessions a great addition. I have some mods which I use for internal shots and some for external and some alternative mods which clash and I am forever adding and removing mods between sessions.

Cheers

Aces

irish1958
10-12-09, 07:46 AM
The mod profile feature is terrific. It makes testing a lot easier.

Starforce2
10-20-09, 05:52 AM
Is this file allowed to be hosted elsewhere? If so I'd like permission to put this in our utility section one the filefront silent hunter site!

JScones
10-20-09, 06:02 AM
Is this file allowed to be hosted elsewhere? If so I'd like permission to put this in our utility section one the filefront silent hunter site!
Sure. The only terms (as outlined in the license agreement) are that the files must be hosted a) in their entirety (ie the jsgme_setup.exe file) and b) freely. :up:

BTW, pretty swish looking FF page. :up:

JScones
11-01-09, 03:06 AM
Two things FYI...

1) I plan on releasing a small maintenance update in the next day or so. It's an addition of about 5 lines of code only, but it will help third-party programmers that interact with JSGME (and there are a few).

2) I'm thinking of re-doing the Help file. Yeah, "why?" you may ask considering no-one reads it, but at least if I do I'll feel more comfortable and confident responding to questions with "RTFM". ;) JSGME has grown quite a bit since the Help file was first written and consequentially I think it has become a bit hotch-potch with subsequent additions. I welcome any suggestions on this aspect - things that may make it easier for users if included and so on.

Oh, one quick question. Currently JSGME gives an error message if you attempt to disable a mod when subsequently-enabled mods have overwritten same files. You have to then decide yourself what to do next.

My question: would it be an improvement if JSGME advised you of the problem and then gave you the option to disable the subsequently-enabled mods first, as well as the one you want to disable? For example:
"My Mod 1" cannot be disabled as "My Mod 2", "My Mod 3" has overwritten files and must be removed first.

Would you like to disable these mods?I guess I'm just curious as to how many people would say "yes" if posed with such a warning message.

JScones
11-02-09, 12:50 AM
JSGME v2.3.1 is now available from http://jonesoft.jaennahre.com (http://jonesoft.jaennahre.com/) or via JSGME's Update feature.

Changes:


Now writes JSGME path to JSGME.ini for use by third party apps that interact with JSGME
Added /l command line parameter for loading mod profiles (see Help file for usage)

General users won't notice any difference, but tools like S3D and mod installers will now be able to work again regardless of where JSGME is installed (pending changes by the respective authors of course).

Follow the same installation instructions as you did with 2.3.0.

Curiously, has anyone adopted the single central installation of JSGME? Or are you still installing separate copies?

jumpy
11-02-09, 01:24 AM
I've been using separate installations (per game directory) for several different games for quite a while now... not sure what version I'm using though... looks like v2.2.0.120.

Great bit of software fella :up:

Might have a go with a central install - will have to figure out which games I'm using it on first though :doh:

Jimbuna
11-02-09, 05:35 PM
JSGME v2.3.1 is now available from http://jonesoft.jaennahre.com (http://jonesoft.jaennahre.com/) or via JSGME's Update feature.

Changes:


Now writes JSGME path to JSGME.ini for use by third party apps that interact with JSGME
Added /l command line parameter for loading mod profiles (see Help file for usage)
General users won't notice any difference, but tools like S3D and mod installers will now be able to work again regardless of where JSGME is installed (pending changes by the respective authors of course).

Follow the same installation instructions as you did with 2.3.0.

Curiously, has anyone adopted the single central installation of JSGME? Or are you still installing separate copies?

I'm currently using Commander with 3 three separate installations and can confirm it is working a treat http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Oneshot/Onekill
11-06-09, 03:53 PM
Another thorough and consiece job. DL now. Thanks Jaeson.:up:

artao
11-07-09, 12:41 AM
concerning the following:

>>My question: would it be an improvement if JSGME advised you of the
>>problem and then gave you the option to disable the subsequently-enabled
>>mods first, as well as the one you want to disable? For example:

I'd put my vote in for 'YES', I think that would be very useful in keeping one's game files from become corrupted/unuseable due to frequent mod changes.

another feature I'd like to see is to include a facility for a mod description and perhaps screenshot, as it can become confusing what's what sometimes.

Alltogether tho, thanks for a GREAT product.

l8r,
artao

JScones
11-07-09, 04:59 AM
another feature I'd like to see is to include a facility for a mod description and perhaps screenshot, as it can become confusing what's what sometimes.

Alltogether tho, thanks for a GREAT product.

l8r,
artao
Already there. ;) From the Help file:

- Selecting a mod will display a brief description of the mod if the modder has provided a text file with an ".jsgme" extension in either the "documentation" folder or base folder.and...
- MODDERS: Add a text file to your "documentation" or base folder with the extension ".jsgme" and the contents (up to 255 characters) will be displayed to the user whenever they click on your mod within the Generic Mod Enabler's interface. This is a great way to quickly "remind" users what your mod does.I've got to update the help file a bit as you don't need to click the mod, just hover your mouse over it.

You can also right-click a mod to view its readme files, assuming the modder has added them to a folder called "documentation". Again, from the readme:
- Selecting a mod and right clicking will bring up a list of all files in the mod's "documentation" folder for viewing.No images though as there's really no benefit.

artao
11-07-09, 05:27 AM
AWESOME! sorry, missed that :oops: I was too anxious to get into the game and check out the new (to me) GWX3!

Commander Gizmo
11-07-09, 11:45 AM
You can also right-click a mod to view its readme files, assuming the modder has added them to a folder called "documentation". Again, from the readme:
No images though as there's really no benefit.
Actually, some images would be great for my skin collection. I often change skins using JSGME, but have to open each folder manually and click the images to be sure which is which.

JScones
11-07-09, 04:47 PM
You can place image files in the mod's "documentation" folder. They'll show when you right-click on the mod name and can be opened just like other files.

Not a thumbnail view, but better than nothing.

JScones
01-15-10, 08:47 PM
FYI Russian translation now available from my webpage...

tonschk
01-21-10, 08:23 AM
Hello there , thank you JScones for this Excellent tool ,I use this JSGME with SH3 and SH4 , I try to update the JSGME for SH4 and followed the steps clicking always next , at the final I got a new yellow JSGME icon but clicking this new icon appear a warning from my antivirus , the previous icon version of JSGME for SH4 is still there ,therefore now I have three JSGME icons , I have done a screenshot , can you tell me please how can I sort out this mess ? , thank you

JScones
01-23-10, 02:26 AM
That's not an Antivirus warning, it's a Security warning. Just select Run; I assure you that JSGME contains no malicious code.

Regarding your icons, do the two that point to SH4 point to the same installation folder (you can see it in the grey panel up the top of the JSGME screen)?

If so, then simply choose one icon and delete it. :up:

FIREWALL
01-23-10, 02:35 AM
JSGME is the best thing since sliced bread. :yep:

Don't accept any cheap imitations or substitutes. :DL

JScones
01-23-10, 03:48 AM
I wonder if JSGME will work with SH5. :hmmm:

Or whether SH5 will have some other proprietary-like way to apply mods. :hmmm:

tonschk
01-23-10, 09:18 AM
Hello there , thank you very much for the help , the two JSGME icons point to different address , when I click on the new JSGME icon always ask me with a warning if I want to run the new updated JSGME program , it looks like the new update of JSGME was installed in a wrong place , can you tell me please how can I can make the new icon to point toward the SH4 game ? , thank you again for your help

JScones
01-23-10, 09:26 AM
Looks like you installed the updated version into the default path, which is the path that the installer was ran from.

Assuming that the path shown on the older version of JSGME is correct, you need to run the latest installer again and select the same path into which to install JSGME. It should then happily replace the older version.

Once installed, you can delete the icon to the incorrectly installed copy (the one on the right in your image). As you've installed it into your temp folder, next time you delete all your temporary files it will be removed.

tonschk
01-23-10, 09:48 AM
Thank you very much for the help :up:, your program tool is very very helpful , thank you again :yeah:

dangrey
03-03-10, 04:20 PM
Hi! I don't get generic mod enabler to work with SH5.

1. I have win7.
2. I've installed GME in root of silent hunter 5.
3. I ran it and it generated a MODS-folder.
4. I copied "No Damn Bubbles, No Damn Halo Mod" there.
5. I ran GMD and selected the mod and activated it.
6. It didn't affect the game.
7. I see that when I activated the mod, it generate a folder in Silent Hunter 5 root that is called "No Damn Bubbles, No Damn Halo Mod", and it gets deleted when I de-activate the mod.

EDIT: it was a "double-folder" problem, so it works now :)

Jimbuna
03-03-10, 05:43 PM
Hi! I don't get generic mod enabler to work with SH5.

1. I have win7.
2. I've installed GME in root of silent hunter 5.
3. I ran it and it generated a MODS-folder.
4. I copied "No Damn Bubbles, No Damn Halo Mod" there.
5. I ran GMD and selected the mod and activated it.
6. It didn't affect the game.
7. I see that when I activated the mod, it generate a folder in Silent Hunter 5 root that is called "No Damn Bubbles, No Damn Halo Mod", and it gets deleted when I de-activate the mod.

EDIT: it was a "double-folder" problem, so it works now :)

It may not be compatable with SHV until Jaesen gets to look at the Game (that is presuming he intends to).

Edit: See #50

JScones
03-04-10, 01:12 AM
It may not be compatable with SHV until Jaesen gets to look at the Game (that is presuming he intends to).

Edit: See #50
The above was a double folder issue - the poster found it himself.

Re SH5, JSGME seems to be working normally - and it should, it's only a file copier. The issue is whether SH5 is auto-patched. If so, that'll blow JSGME out of the water and I don't want to inherit all the mod-conflict problems that would result merely because the original mod was applied via JSGME.

Fortunately, however, it seems that patching is still within the control of the user (confirm d/l, confirm install). In that case, it's no different than now...as long as the user remembers to disable all mods before applying the patch, all will be fine.

Jimbuna
03-04-10, 10:23 AM
The above was a double folder issue - the poster found it himself.

Re SH5, JSGME seems to be working normally - and it should, it's only a file copier. The issue is whether SH5 is auto-patched. If so, that'll blow JSGME out of the water and I don't want to inherit all the mod-conflict problems that would result merely because the original mod was applied via JSGME.

Fortunately, however, it seems that patching is still within the control of the user (confirm d/l, confirm install). In that case, it's no different than now...as long as the user remembers to disable all mods before applying the patch, all will be fine.

The fountain of knowledge regarding JSGME....as ever :sunny:

:03:

Paul Riley
03-09-10, 12:48 PM
Thanks mate.

Paco
03-13-10, 05:00 AM
Hi,

I decided to install GWX3. It works fine in my ubuntu 9.10 64 Bit. But the I have trouble with the MOD-Enabler, I cant select the Mods to install into the game.

http://pinguin.selfhost.de/games/sh3/pics/Bildschirmfoto-GenericModEnabler.png

The screenshot describes my trouble, any ideas? The given path is ok, i see 19 Mods in status, but noone in the list.
Thanks,
Paco.

Buck_O
03-17-10, 08:07 PM
Can anyone inform me, is it possible to ruin you SHIII installation by installing mods via JSGME, if say you try enabling mods in an improper sequence?

I was under the impression that if you tried a certain sequence of mods & they didn't work, then you simply undo it, & try to get it right, no harm done to your stock SHIII installation.

The reason I ask is that I have been swapping in & out diffrent GUI's in order to find one that best suits my personal taste. Some have a compatibility issue w/ my favorite mods. And I'm scared to try mixing if it will ruin my stock SHIII install.

for instance ACM OLC Gui reloaded does not have a fix for DD OH v3.09.( I dont use FM new interior, cause my puter won't run it). If I try using FM fix for ACM reloded as a fill in, might I risk corrupting my game if it doesn't work?
There's also the cloth map, the anvart mods etc.... should I try , or hold off if there is a compatibility warning?

JScones
03-26-10, 06:58 AM
Hi,

I decided to install GWX3. It works fine in my ubuntu 9.10 64 Bit. But the I have trouble with the MOD-Enabler, I cant select the Mods to install into the game.

http://pinguin.selfhost.de/games/sh3/pics/Bildschirmfoto-GenericModEnabler.png

The screenshot describes my trouble, any ideas? The given path is ok, i see 19 Mods in status, but noone in the list.
Thanks,
Paco.
JSGME is only supported on native Windows XP, Vista and 7.

JScones
03-26-10, 07:03 AM
Can anyone inform me, is it possible to ruin you SHIII installation by installing mods via JSGME, if say you try enabling mods in an improper sequence?
If you use JSGME to enable a mod, even if you screw up the mod folder structure, then disabling the mod will return things nicely to how they were.

I was under the impression that if you tried a certain sequence of mods & they didn't work, then you simply undo it, & try to get it right, no harm done to your stock SHIII installation.
Correct.

The reason I ask is that I have been swapping in & out diffrent GUI's in order to find one that best suits my personal taste. Some have a compatibility issue w/ my favorite mods. And I'm scared to try mixing if it will ruin my stock SHIII install.

for instance ACM OLC Gui reloaded does not have a fix for DD OH v3.09.( I dont use FM new interior, cause my puter won't run it). If I try using FM fix for ACM reloded as a fill in, might I risk corrupting my game if it doesn't work?
There's also the cloth map, the anvart mods etc.... should I try , or hold off if there is a compatibility warning?
Mod compatibility is not something that is within JSGME's scope. You need to raise mod compatibility issues directly with each individual mod maker; most effectively in their release thread.

JScones
03-27-10, 03:18 AM
A QUESTION ABOUT FUNCTIONALITY

Currently you can export a list of your activated mods to a text file that you can then open and copy the contents to the clipboard for pasting into forum posts and the like.

Would people prefer this option be *replaced* with a simple "Copy activated mods list to clipboard" task?

This change will mean you simply select the option from the task list and then you can paste your list without the hassle of intermediary text files. If you do want a text file, then you can very easily and simply paste straight into one yourself.

Just floating this as an idea - let me know what you guys prefer...

kylania
03-27-10, 03:37 AM
Would people prefer this option be *replaced* with a simple "Copy activated mods list to clipboard" task?

I vote "Yes"! Copy to clipboard is more than enough for this particular feature for me.

melnibonian
03-27-10, 06:36 AM
Would people prefer this option be *replaced* with a simple "Copy activated mods list to clipboard" task?..

Sounds like a good idea, but I am happy either way :yeah:

Anvart
03-27-10, 07:02 AM
JScones, many thanks for next release. :up:

irish1958
03-27-10, 08:15 AM
I like it the way it is.
What I would like to see is a function such as in CMDR to change only one or a few lines in the game files, such as is done with the config file function of CMDR.

Flopper
03-27-10, 09:03 AM
Would people prefer this option be *replaced* with a simple "Copy activated mods list to clipboard" task?

Either way is fine. IMO, the ultimate would be to just allow a normal highlight and copy from that (listbox?) with ctrl + c, and maybe throw a "copy" item on your right-click context menu. No idea what language you're using, but in case it's .net, here's the keystroke vb code ready to plug in:


Private Sub ListBox1_KeyDown(ByVal sender As Object, ByVal e As System.Windows.Forms.KeyEventArgs) Handles ListBox1.KeyDown
If e.Control Then
If e.KeyCode = Keys.C Then
Dim strContents As String = ""
For j As Integer = 0 To ListBox1.SelectedItems.Count - 1
strContents += ListBox1.SelectedItems(j).ToString & vbNewLine
Next
Clipboard.SetText(strContents)
End If
End If
End Sub

Jimbuna
03-27-10, 09:33 AM
Would people prefer this option be *replaced* with a simple "Copy activated mods list to clipboard" task?



Affirmative to that Jaesen....but not an 'essential' for me.

LGN1
03-27-10, 01:13 PM
Hi all,

I prefer the present version. I frequently use it to have a list with the ordering of my activated mods. In contrast, I never use it for posting in the web :06: It is just a matter of what I do more often.

Cheers, LGN1

JScones
03-28-10, 03:50 AM
OK, seems fairly divided, so I've done this:

http://img682.imageshack.us/img682/3231/jsgme24.jpg

So far the next version will include the above enhancement, as well as a new help file (aspects of it are here (http://www.subsim.com/radioroom/showthread.php?t=163447)).

I've also updated the development software I use so the next version will be Vista/7 native, meaning that those with these newer OS's will get the familiar Vista/7 look and feel. This has no impact on XP users, who will conitnue to get the same look and feel as now.

Jimbuna
03-28-10, 07:56 AM
OK, seems fairly divided, so I've done this:

http://img682.imageshack.us/img682/3231/jsgme24.jpg

So far the next version will include the above enhancement, as well as a new help file (aspects of it are here (http://www.subsim.com/radioroom/showthread.php?t=163447)).

I've also updated the development software I use so the next version will be Vista/7 native, meaning that those with these newer OS's will get the familiar Vista/7 look and feel. This has no impact on XP users, who will conitnue to get the same look and feel as now.

Rgr that matey http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

JScones
04-02-10, 06:07 AM
OK, I'm working on v2.4 now. So far I've:

- Added ability to copy the list of activated mods to the clipboard (as above)
- Added /s switch for saving mod profiles (a feature that's been requested via email a number of times)
- Added new Help file (20 page PDF file covering how to use JSGME)
- Now optimised for use with Microsoft Vista and Windows 7 (means the exe file size has doubled to just over 1mb, but it's now truly Vista and Win 7 compatible)
- Minor modifications to the behaviour of the "Tasks..." menu

Any other features you'd like to see?

Flopper
04-02-10, 06:52 AM
OK, I'm working on v2.4 now. So far I've:

- Added ability to copy the list of activated mods to the clipboard (as above)
- Added /s switch for saving mod profiles (a feature that's been requested via email a number of times)
- Added new Help file (20 page PDF file covering how to use JSGME)
- Now optimised for use with Microsoft Vista and Windows 7 (means the exe file size has doubled to just over 1mb, but it's now truly Vista and Win 7 compatible)
- Minor modifications to the behaviour of the "Tasks..." menu

Any other features you'd like to see?

Just an idea... check to see if the game is already running, and give a warning if you're trying to enable a mod.

Oldendorf
04-02-10, 07:56 AM
Just a question about JSGME (I hope it is not off-topic):

Is there a simple way to have multiple icons added to desktop to start SH3 with different mods? e.g. one icon to start SH3+GWX, and another icon to start SH3+GWX+E-boat. Untill now I have disabled and enabled the various mods manually every time, but its a bit cumbersome and very easy to make a mistake (incorrect order changes behavior of some mods).

Thanks in advance.

Jimbuna
04-02-10, 11:02 AM
Make a few installations of SH3 in C\ProramFiles

Add the super mod of your choice to each one

Copy and paste the SH3 icon situated within your first installation root folder to desktop and rename it eg: SH3GWX

Then the next installation and so on.

JScones
04-02-10, 06:28 PM
...and then follow the User Guide here (http://www.subsim.com/radioroom/showthread.php?t=163447) for instructions on how to best install JSGME so that you can mod each separate installation of SH3.

Oldendorf
04-03-10, 04:16 AM
Just found out about the new saving and loading of Mod Profiles in v2.3 :up:
Excellent job JScones, this was just the thing I was looking for! :yeah:

xptical
04-19-10, 07:25 PM
I'm kinda new to SH3 and very new to modding the game. Currently, I only use SH3 Commander.

Can someone explain what JSGME is and how/why I'd want to use it?

Like, I see some screenshots that have parts of GWX in there. But when I downloaded GWX, it came as a big installer that, presumably, includes everything.

Does JSGME install after GWX and then "pull out" the parts of GWX I don't want?

Or, do I install JSGME and then point the GWX installer to a dummy folder and then let JSGME know about the dummy folder and allow it to "push in" parts I do want?

How does JSGME interact with SH3 Commander?

If I download a random mod, how does JSGME learn about the mod and how does it enable/disable it?

frau kaleun
04-19-10, 07:47 PM
When you install GWX3 into your existing SH3 game folder, it will install JSGME (a separate program) into it as well. This will create a folder inside your game folder called MODS.

Inside that folder, GWX3 will put all the optional mods that come with it - they will not be enabled and will do nothing to your game unless you open JSGME and have it enable them for you.

IIRC after the GWX install you will also have a shortcut to JSGME on your desktop. When you doubleclick on it, it will open the installation of JSGME in your game folder. There will be two windows, in the left one you'll see all the mods that are currently in your MODS folder. In the right one are all the mods that you have enabled via JSGME for use in the game. (The first time you run JSGME, the right window should be empty since you haven't enabled any mods yet.)

If you find other mods that you would like to try, you download them and extract them, then copy the mod folder into the MODS folder in your game installation. When you open JSGME, they will then appear in the list of available mods. In order for this to work properly, it's imperative that the structure of each individual mod folder is as follows - a main folder that usually bears the name of the mod, and inside that, a "data" folder in which are all the files that the mod will add or overwrite when it is enabled.

You will see this structure if you look in the MODS folder that is added to your game files after the GWX3 install. Each mod that comes with GWX is in its own folder inside the MODS folder. Within each mod folder is that mod's data folder.

When you enable a mod via JSGME, it overwrites the relevant game files with the alternate versions found in the mod and/or adds files that the mod uses that are not present in the game as is. From that point on, when you load the game, it will load with whatever changes/additions that mod made to it.

When you disable the mod via JSGME, it removes any extra files that the mod added to the game, and returns any overwritten files to the way they were before you enabled the mod in the first place. This is probably the #1 reason to use the program - it gives you a no-hassle method of undoing any mods that you decide afterwards you don't want to use anymore. It will also notify you if a mod you are trying to enable is going to make changes to a file that was already changed or added to the game by a mod already in use. This is very helpful in avoiding potential conflicts between different mods.

SH3Commander is a separate, stand-alone program that can also be used to add or change some game options and settings, but this only occurs when you load the game via Commander. As long as Commander is not set up to change things that were already altered or added by mods enabled via JSGME, they should not conflict with each other. However it is recommended that you select the automatic Rollback option in Commander, which means that every time you exit the game it will undo any changes it made to the game in that session. This seems to be the best way to avoid any possible problems that might occur from using both Commander and JSGME to enhance your game.

JScones
04-20-10, 02:10 AM
JSGME User Guide (http://www.users.on.net/~jscones/software/documentation/JSGMEUG.pdf)

frau kaleun
04-23-10, 10:43 AM
Question: if I have many mods enabled and want to disable one or some of them, do I need disable everything that was enabled after the mod(s) I want to take out of the mix, working backwards from the last mod that I added? Or can I just go ahead and disable something in the middle of pack, provided it's not a mod that is greyed out because something that came after it added to it or altered it?

Flopper
04-23-10, 01:48 PM
I'm nearly certain if it's not greyed out, no problem... its files are unique or at least the last changes (else it would be greyed).

frau kaleun
04-23-10, 02:10 PM
I'm nearly certain if it's not greyed out, no problem... its files are unique or at least the last changes (else it would be greyed).

I'm just wondering because I'm having CTD issues in TC while using mod combos that have worked fine on a previous career, and the only thing I did was to make mod changes in between patrols, but always changing to something I've already tried that worked fine before. This is maybe the 3rd or 4th career I've started where everything is fine for one or two patrols, and then in between patrols I change something I used just for that patrol, and go back to a combo that worked fine the patrol before, but suddenly on the next patrol I start getting CTDs if I try to go above a certain TC.

When everything's working I might get a bit of a temporary lag if I go as high as 512 or 1024, but after a second or two it will start going again and everything's fine. And I don't go that high very often anyway, so it's no biggie not to do it if I'm worried about the game crashing.

Then I'll finish the patrol, and maybe change my mod combo a bit - but not to anything that hasn't worked perfectly fine in previous patrols - and when I start my next patrol, suddenly I'm getting CTD in TC, even as low as 128 TC which is my usual "just cruising around" setting.

I don't know if it's a corrupted save issue or mod changes or what - but the pattern keeps repeating and it's really getting frustrating. I just wasn't sure if how I was going about enabling/disabling things was part or all of the problem.

Flopper
04-23-10, 02:40 PM
I'm just wondering because I'm having CTD issues in TC while using mod combos that have worked fine on a previous career, and the only thing I did was to make mod changes in between patrols, but always changing to something I've already tried that worked fine before. This is maybe the 3rd or 4th career I've started where everything is fine for one or two patrols, and then in between patrols I change something I used just for that patrol, and go back to a combo that worked fine the patrol before, but suddenly on the next patrol I start getting CTDs if I try to go above a certain TC.

When everything's working I might get a bit of a temporary lag if I go as high as 512 or 1024, but after a second or two it will start going again and everything's fine. And I don't go that high very often anyway, so it's no biggie not to do it if I'm worried about the game crashing.

Then I'll finish the patrol, and maybe change my mod combo a bit - but not to anything that hasn't worked perfectly fine in previous patrols - and when I start my next patrol, suddenly I'm getting CTD in TC, even as low as 128 TC which is my usual "just cruising around" setting.

I don't know if it's a corrupted save issue or mod changes or what - but the pattern keeps repeating and it's really getting frustrating. I just wasn't sure if how I was going about enabling/disabling things was part or all of the problem.

Are you using the fm_interiors mod, by chance? I had problems with occational CTDs happening to me and once I disabled that one :wah:, I've not experienced another one (been at least a month). I only have 2 gigs of ram and 256 meg of video ram, which is what I'm guessing my particular issue with that mod is. Just an idea, if you're running out of trys.

frau kaleun
04-23-10, 03:03 PM
Are you using the fm_interiors mod, by chance? I had problems with occational CTDs happening to me and once I disabled that one :wah:, I've not experienced another one (been at least a month). I only have 2 gigs of ram and 256 meg of video ram, which is what I'm guessing my particular issue with that mod is. Just an idea, if you're running out of trys.

I was, and IIRC it ran fine for one pre-war shakedown cruise... but on the first combat patrol, out in the Atlantic with lots of rough weather and lots more intense activity I also got CTDs. I have 4G of RAM (which is a bit more than XP will recognize) and 1G on the video card but I just figured that given all the other mods I was using (and was not going to do without) the New Interiors was just too much for my system when the game intensity was at its highest.

Now I'm not sure, as I went back to DD's Open Hatch 3.9 which worked just fine before and I'm still having the problem. The only real changes I've made since is with environment mods, I've gone back and forth between the M.E.P. 16k and 20k versions and SH5 Water for SH3 trying to decide which one I like. But even there, one of them will work perfectly fine, I'll switch, whatever I switched to will work fine, I'll switch back, and then the next patrol will CTD using the combo that worked two patrols earlier. And I'm not changing anything except when I'm in base.

Which made me think it might be a corrupted save issue, but the same issue at the start of a new patrol in several successive careers? And it's not like the game/career/patrol doesn't load, it loads fine and then CTDs in the middle of it and only when I'm using TC.

I don't know, I'm pretty sure I know what I want now as far as mods go, so I'm going to disable everything and start from scratch to put together the combo I want, and then start a new career and see what happens. If I have a successful patrol with no issues and make NO changes and then I get CTDs somewhere down the line at least I'll know it wasn't some mod I enabled/disabled/tweaked in mid-career.

Flopper
04-23-10, 03:16 PM
I don't know, I'm pretty sure I know what I want now as far as mods go, so I'm going to disable everything and start from scratch to put together the combo I want, and then start a new career and see what happens.

... another must have mod will appear ... :haha:



But yes, sounds like an excellent approach.

frau kaleun
04-23-10, 03:26 PM
... another must have mod will appear ... :haha:


Lol, too true. In fact a couple already have, like the new GWX Wilhelmshaven with locks or whatever it's called and then there's those big beautiful animated subpens... neither of which my rig can handle. Been dere, tried dat, couldn't even get to "not so long ago." :wah:

But the others I've been using, if I've used them already without any problems, then I don't think it should be a RAM/resources issue that's suddenly giving me fits.

Jimbuna
04-23-10, 07:08 PM
Lol, too true. In fact a couple already have, like the new GWX Wilhelmshaven with locks or whatever it's called and then there's those big beautiful animated subpens... neither of which my rig can handle. Been dere, tried dat, couldn't even get to "not so long ago." :wah:

But the others I've been using, if I've used them already without any problems, then I don't think it should be a RAM/resources issue that's suddenly giving me fits.

What are your system specs?

JScones
04-23-10, 08:57 PM
Question: if I have many mods enabled and want to disable one or some of them, do I need disable everything that was enabled after the mod(s) I want to take out of the mix, working backwards from the last mod that I added? Or can I just go ahead and disable something in the middle of pack, provided it's not a mod that is greyed out because something that came after it added to it or altered it?
The latter.

FWIW though I would only make "core game file" mod changes between careers, not patrols. I think this makes SH3 a bit less prone to crashing.

frau kaleun
04-23-10, 10:07 PM
The latter.

Thanks, that what's I thought but since I knew I'd done it with a couple minor mods here and there I wanted to be sure I could rule it out as an issue.

FWIW though I would only make "core game file" mod changes between careers, not patrols. I think this makes SH3 a bit less prone to crashing.

This is my plan from now on - I think I've finally sorted out what I want, if it works okay for me when I start a new career I don't expect to be making a lot of changes other than swapping out u-boat skins occasionally.

What are your system specs?

OS: Windows XP Pro SP3 32 bit
Mobo: Asus M3A78-EM
Processor: AMD Athlon II X2 240 2.8GHz AM3
RAM: I think I said 4GB above, but you know IIRC I've got 6GB in there because that's what I had on hand - but of course XP only sees 3.25GB
Video card: ATI Radeon HD4650 1GB PCIe :cry:
Audio card: Asus Xonar DX
PS: 500 watts

JScones
05-07-10, 04:13 AM
OK, I'm working on v2.4 now. So far I've:

- Added ability to copy the list of activated mods to the clipboard (as above)
- Added /s switch for saving mod profiles (a feature that's been requested via email a number of times)
- Added new Help file (20 page PDF file covering how to use JSGME)
- Now optimised for use with Microsoft Vista and Windows 7 (means the exe file size has doubled to just over 1mb, but it's now truly Vista and Win 7 compatible)
- Minor modifications to the behaviour of the "Tasks..." menu

Any other features you'd like to see?
Wow, I posted this over a month ago.

There's one late addition I wanted to add (ability to build a mod from files identified as different through the "Compare game files" task), but it'll take a little while, so I'll release what I've done so far and add it to the next release with a few other things.

I'll aim to release v2.4 sometime this weekend. I think the biggy is the better compatibility with Win7/Vista UAC. Of course, the down side of this is the annoying "Do you want to allow..." popup (until I get my digital signature in order), but, hey, no more manual "Run as administrator". Of course, this has no effect on potential UAC issues when installing games into Program Files in the first place, but that's your call...

Hitman
05-07-10, 07:42 AM
OK, since 2.4 is already out, I'm locking and unstickying this thread, and stickying in the new instead. :up: